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<blockquote data-quote="Carpe DM" data-source="post: 3903039" data-attributes="member: 677"><p>I make no claims as to power, but I've been playing a clutch healer (cloistered cleric / radiant servant) for 8 levels now, and imbued healing is amazing, if you take the healing school version. The effect is +1 temp hitpoint per target HD, for an hour. With no level increase. And, as a metamagic feat, it's a prereq to Twin Spell, which is what I use (with Divine Metamagic) to cast the big heals.</p><p></p><p>Here's why it's good: it's based on target hit-dice, so the extra hitpoints are independent of the level of the spell. For example, twinned imbued close wounds is the "oh no you didn't kill him, either" spell of the day. Yes, it takes 5 turn attempts, but a 30-point (2.5+5+8)*2 swift heal is pretty fantastic.</p><p></p><p>Some variations. I have Initiate of Ilmater, so I can hit party members with a cure light wounds *before* combat, and have it heal the regular amount, PLUS the temporary hitpoint amount, above the PC's ordinary hitpoints. It turns a first-level heal into a 20 point pre-fight buff that also carries a +2 to fort saves (due to the Favored of Ilmater). Our wizard loves this.</p></blockquote><p></p>
[QUOTE="Carpe DM, post: 3903039, member: 677"] I make no claims as to power, but I've been playing a clutch healer (cloistered cleric / radiant servant) for 8 levels now, and imbued healing is amazing, if you take the healing school version. The effect is +1 temp hitpoint per target HD, for an hour. With no level increase. And, as a metamagic feat, it's a prereq to Twin Spell, which is what I use (with Divine Metamagic) to cast the big heals. Here's why it's good: it's based on target hit-dice, so the extra hitpoints are independent of the level of the spell. For example, twinned imbued close wounds is the "oh no you didn't kill him, either" spell of the day. Yes, it takes 5 turn attempts, but a 30-point (2.5+5+8)*2 swift heal is pretty fantastic. Some variations. I have Initiate of Ilmater, so I can hit party members with a cure light wounds *before* combat, and have it heal the regular amount, PLUS the temporary hitpoint amount, above the PC's ordinary hitpoints. It turns a first-level heal into a 20 point pre-fight buff that also carries a +2 to fort saves (due to the Favored of Ilmater). Our wizard loves this. [/QUOTE]
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